ZhuanPanPanelData.cs 4.8 KB

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  1. using Fort23.Core;
  2. using Fort23.UTool;
  3. using UnityEngine.UI;
  4. using UnityEngine;
  5. using System.Collections.Generic;
  6. using Core.UI.UTool.UITween;
  7. namespace Fort23.Mono
  8. {
  9. public partial class ZhuanPanPanel
  10. {
  11. #region 自定义数据
  12. private GameObject _gf_widget;
  13. public GameObject gf_widget
  14. {
  15. get{
  16. if (_gf_widget == null)
  17. {
  18. _gf_widget = GetUIUnit<GameObject>("gf_widget");
  19. }
  20. return _gf_widget;
  21. }
  22. }
  23. private RectTransform _Gf_root;
  24. public RectTransform Gf_root
  25. {
  26. get{
  27. if (_Gf_root == null)
  28. {
  29. _Gf_root = GetUIUnit<RectTransform>("Gf_root");
  30. }
  31. return _Gf_root;
  32. }
  33. }
  34. private UITweenController _jin;
  35. public UITweenController jin
  36. {
  37. get{
  38. if (_jin == null)
  39. {
  40. _jin = GetUIUnit<UITweenController>("jin");
  41. }
  42. return _jin;
  43. }
  44. }
  45. private MyImage _lanLiang;
  46. public MyImage lanLiang
  47. {
  48. get{
  49. if (_lanLiang == null)
  50. {
  51. _lanLiang = GetUIUnit<MyImage>("lanLiang");
  52. }
  53. return _lanLiang;
  54. }
  55. }
  56. private Text _jin_shangshi;
  57. public Text jin_shangshi
  58. {
  59. get{
  60. if (_jin_shangshi == null)
  61. {
  62. _jin_shangshi = GetUIUnit<Text>("jin_shangshi");
  63. }
  64. return _jin_shangshi;
  65. }
  66. }
  67. private Button _lanLiang_button;
  68. public Button lanLiang_button
  69. {
  70. get{
  71. if (_lanLiang_button == null)
  72. {
  73. _lanLiang_button = GetUIUnit<Button>("lanLiang_button");
  74. }
  75. return _lanLiang_button;
  76. }
  77. }
  78. private GameObject _WuXingGongFaWidget;
  79. public GameObject WuXingGongFaWidget
  80. {
  81. get{
  82. if (_WuXingGongFaWidget == null)
  83. {
  84. _WuXingGongFaWidget = GetUIUnit<GameObject>("WuXingGongFaWidget");
  85. }
  86. return _WuXingGongFaWidget;
  87. }
  88. }
  89. private RectTransform _pan;
  90. public RectTransform pan
  91. {
  92. get{
  93. if (_pan == null)
  94. {
  95. _pan = GetUIUnit<RectTransform>("pan");
  96. }
  97. return _pan;
  98. }
  99. }
  100. private GameObject _currUseSkillRoot;
  101. public GameObject currUseSkillRoot
  102. {
  103. get{
  104. if (_currUseSkillRoot == null)
  105. {
  106. _currUseSkillRoot = GetUIUnit<GameObject>("currUseSkillRoot");
  107. }
  108. return _currUseSkillRoot;
  109. }
  110. }
  111. private MyImage _currUseSkillIcon;
  112. public MyImage currUseSkillIcon
  113. {
  114. get{
  115. if (_currUseSkillIcon == null)
  116. {
  117. _currUseSkillIcon = GetUIUnit<MyImage>("currUseSkillIcon");
  118. }
  119. return _currUseSkillIcon;
  120. }
  121. }
  122. private MyImage _currUseSkillQuan;
  123. public MyImage currUseSkillQuan
  124. {
  125. get{
  126. if (_currUseSkillQuan == null)
  127. {
  128. _currUseSkillQuan = GetUIUnit<MyImage>("currUseSkillQuan");
  129. }
  130. return _currUseSkillQuan;
  131. }
  132. }
  133. private RectTransform _UseQuqueSkillRoot;
  134. public RectTransform UseQuqueSkillRoot
  135. {
  136. get{
  137. if (_UseQuqueSkillRoot == null)
  138. {
  139. _UseQuqueSkillRoot = GetUIUnit<RectTransform>("UseQuqueSkillRoot");
  140. }
  141. return _UseQuqueSkillRoot;
  142. }
  143. }
  144. private GameObject _UseQuqueSkill;
  145. public GameObject UseQuqueSkill
  146. {
  147. get{
  148. if (_UseQuqueSkill == null)
  149. {
  150. _UseQuqueSkill = GetUIUnit<GameObject>("UseQuqueSkill");
  151. }
  152. return _UseQuqueSkill;
  153. }
  154. }
  155. private GameObject _fx_skill_mu;
  156. public GameObject fx_skill_mu
  157. {
  158. get{
  159. if (_fx_skill_mu == null)
  160. {
  161. _fx_skill_mu = GetUIUnit<GameObject>("fx_skill_mu");
  162. }
  163. return _fx_skill_mu;
  164. }
  165. }
  166. private GameObject _fx_skill_jing;
  167. public GameObject fx_skill_jing
  168. {
  169. get{
  170. if (_fx_skill_jing == null)
  171. {
  172. _fx_skill_jing = GetUIUnit<GameObject>("fx_skill_jing");
  173. }
  174. return _fx_skill_jing;
  175. }
  176. }
  177. private GameObject _fx_skill_shui;
  178. public GameObject fx_skill_shui
  179. {
  180. get{
  181. if (_fx_skill_shui == null)
  182. {
  183. _fx_skill_shui = GetUIUnit<GameObject>("fx_skill_shui");
  184. }
  185. return _fx_skill_shui;
  186. }
  187. }
  188. private GameObject _fx_skill_huo;
  189. public GameObject fx_skill_huo
  190. {
  191. get{
  192. if (_fx_skill_huo == null)
  193. {
  194. _fx_skill_huo = GetUIUnit<GameObject>("fx_skill_huo");
  195. }
  196. return _fx_skill_huo;
  197. }
  198. }
  199. private GameObject _fx_skill_tu;
  200. public GameObject fx_skill_tu
  201. {
  202. get{
  203. if (_fx_skill_tu == null)
  204. {
  205. _fx_skill_tu = GetUIUnit<GameObject>("fx_skill_tu");
  206. }
  207. return _fx_skill_tu;
  208. }
  209. }
  210. #endregion 自定义数据结束
  211. public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
  212. {
  213. await base.SetUIGameObject(gObjectPoolInterface);
  214. Init();
  215. }
  216. }
  217. }